T.W. "Unicorn" class Ley Line Frigate / Ocean vessel:


An extremely successful class, a total of forty-seven Leda class frigates were completed by the British Royal Navy from Eighteen-Hundred through the Eighteen-Twenties. The design of these thirty-eight gun sailing frigates were based on a French design, the Hébé. The Hébé was captured in Seventeen Eighty Two by the HMS Rainbow, a British forty-four gun fifth rate. The British initially took Hébé into service as HMS Hebe but in Eighteen O-Five renamed her HMS Blonde. One the most famous Leda class frigate was the HMS Shannon which captured the USS Chesapeake in Eighteen Thirteen. Even though called "Thirty-Eight Gun Frigates", these frigates actually mounted more than that in total number of guns. This is the case with most sailing vessels of the period.


Unlike many ships built during the age of sail, two of the Leda class frigates actually survived into modern times. Somehow at least one of them, the HMS Unicorn, actually somehow survived the coming of the Rifts. Unfortunately not in good enough condition to restore. Still, British Techno-Wizards found the HMS Unicorn and carefully copied her design for the basis of a techno-wizard ley line frigate. The design is larger than the Pandora class light frigate and heavier armed. In the United States, there are several other techno-wizard line ship designs based on ships from the time of sailing vessels. These include the Ironsides, Hornet, Hawke, and Vixen line vessels. Of these, only the Ironsides class, based on the USS Constitution, are larger. The HMS Victory was converted into a Ley Line ship but there are no known "Ship of the Line" Ley Line vessels which have been built in that manner.


Like with many similar vessels, only handful of Unicorn class frigates have been built with each being a work of art. No two are exactly alike. Each one is named after various supernatural creatures that were once thought to be mythical. Taking years to build, the frigates are made in traditional building techniques and in details are as close to the original vessels as possible. They actually are seaworthy without their enchantments. Some Ley Line vessels are not built to the standards of the Unicorn class and are not really seaworthy. A unicorn head with a gold horn is the figurehead of the Unicorn, the first of the class to be completed. It was taken from the HMS Unicorn although others had their figureheads made for them representing the creature that they are named after.


These ships are constructed from wood although some of the wood is magically created by Earth Warlocks. The amount and kinds of wood used for these vessels would be virtually impossible to harvest and would require traveling around the world. The wood of the ships is made far strong than any natural wood by the addition of the enchantment of "Ironwood." While this enchantment is mainly to make the ships able to survive modern weaponry, it also allows the ships to be practically immune to the elements and nature.


The vessels are enchanted so that they can travel along ley lines at around one hundred and fifty miles per hour. A levitate spell is used to make the ships rise into the air. They can fly up to about a thousand feet on ley lines. On the ocean, they are much slower than on ley lines and can only travel at speeds of around thirteen knots by using their sails. As one might expect, these ships rarely sail on the oceans both due to the slow speed and the dangers in the waters of the Rifts world.


Like other line ships, the Unicorn class is primarily armed with techno-wizard cannons which fire a variety of enchanted cannon balls. These cannons are similar to those carried on the Windjammer class galleon. Not using gunpowder, these cannonballs include "Thunderball", "Thunder Fire," and "Magical Grapeshot." The ship has twenty-eight eighteen pound cannons on the main deck, two nine pound cannons and two thirty-two pound carronades on the forecastle, and two nine pound cannons and twelve thirty-two pound carronades on the quarterdeck. All guns firing on a broadside can potentially inflict massive damage to a target. Their main disadvantage is that they are much shorter range than conventional weaponry. While they potentially inflict the greatest damage, the Carronnades have the shortest range of the ship’s guns. There is approximately forty-six hundred rounds carried, approximately one hundred rounds per gun.


One of the few changes of weaponry from period is the addition of four Telekinetic Gatling Cannons. These are designed to copy Mid-Nineteenth Century weaponry in appearance. The enchantments on the Gatling cannons need to be renewed each month but otherwise have an unlimited payload. These weapons are primarily designed for use against aircraft, missiles, and other small targets. Still, the small arms of the crew are generally designed to look like period weaponry.


Standard crew for these vessels is just under around two hundred fifty. This usually includes two techno-wizards, two air warlocks, and two other spell casters. In addition around fifty "marines" are usually embarked. Some or all of the troops make use techno-wizard power armors. More commonly, have of the embarked troops use mystic power armors. The interior of the ship is designed to replicate the original design as much as possible. This means that crew quarters are quite tight with only the officers having any space with the captain having the largest quarters. The captain is usually, but not always, a techno-wizard. The ships are fitted with magical sanitary and life support.


These ships have a techno-wizard battery and have a variety of techno-wizard enchantments. The battery does not automatically recharge itself but will store magical energy on ley lines and nexus points. For protection, the ship can create a powerful “Armor of Ithan” force field around itself. The more conventional enchantments include the ability to make the ship become invisible and make it impervious to energy weapons. The ship is fitted with “See the Invisible” optics as well.


Model Type: "Unicorn" Ocean & Sky Ship
Vehicle Type: Ocean & Sky Sail Frigate
Crew: 245 with usually at least two techno-wizard, two air warlocks, and two other spell casting types recommended but not absolutely needed.
Troops: 25 (Normal of 8 pilots for Mystic Power Armors, 17 soldiers in body armor)


Robots, Power Armors, and Vehicles:

50Mystic Power Armors (Possible)


M.D.C. by location:

18 pounder Long Guns (28, 14 each side- Main Deck):150 each
9 pounder Long Guns (4, 2 on each side - Forecastle / Quarterdeck):80 each
32 pounder Carronades (14, 7 on each side - Forecastle / Quarterdeck):150 each
T.W. Gatling Cannons (4, 2 each side):100 each
[1] Foremast (Forward Mast):280
[1] Mainmast (Middle Mast):360
[1] Mizzenmast (Rear Mast):280
Sails (15)80 each
Rudder:600
[2] Main Body:3,800
[3] Armor of Ithan Force Field (Three Times per Day):800


Notes:
[1] Destruction of a mast reduces ocean and ley line speed by 1/3 for each mast lost.
[2] Destroying the main body causes the ship to lose structural integrity, causing the ship to sink if in the water. There are enough life preservers and inflatable life boats (one of the few items of technology added) to accommodate everyone on the ship. The ship does have the Techno-Wizard addition of impervious to energy. Specifics are listed in Weapon systems.
[3] As per the spell “Armor of Ithan” - Magic, fire, lightning, and cold all inflict one-half damage. Each activation lasts for 30 minutes.


Speed:
Ocean Surface: 13 knots or higher depending on the wind (approximately 14.95 miles per hour or 24 km per hour)
Ley Lines: 150 mph (240 kph). Requires the Telekinesis Spell (double cost at 16 P.P.E.) or 20 I.S.P. to initiative take off and Telekinesis Spell (double cost at 16 P.P.E.), Levitate Spell (double cost at 10 P.P.E.) or 20 I.S.P. to land the ship. Otherwise, the ship will float away slowly (2 mph) at about 100 feet (30.5 meters) off the ground. The ship can only travel through the air along ley lines and can switch directions at ley line nexus points.
Height: While Flying, maximum of 1000 feet (305 meters) and minimum of 200 feet (61 meters) without landing.
Range: Effectively Unlimited. The ship carries three months worth of supplies on board


Statistical Data:
Length: 151 feet 9 3/4 inches (46.27 meters) at gun deck; 140 feet 9 inches (42.90 meters) at waterline, and 127 feet 1 1/2 inches (38.75 meters) at keel
Beam: 40 feet 3 inches (12.27 meters)
Mast Height: mainmast, 131 feet 3 inches (40.00 meters)
Displacement: 1,465 tons fully loaded
Cargo: 75 tons of nonessential equipment and supplies. Most of the ships spaces are take up by extra ammo, armor, troops, weapons, sails, and other equipment.
Power System: Magic and 17,254 square feet of sails on three masts
Market Cost: 450 million credits, there is a long waiting period and the cost to get one will often involve many extra costs as well.


WEAPON SYSTEMS:

  1. Twenty-Eight (28) T.W. 18 Pounder Long Guns: These weapons are surprising powerful weapons and use special magic ball that inflict large amounts of damage. These guns are mounted on the main deck with fourteen able to be fired on each side. The cannon balls look like standard Iron balls but in reality come in three different types. The first is Thunderball which inflict considerable damage and creates a thunderclap that effects everyone within 10 feet (3 meters) of the cannon balls impact. The second is called Thunderfire and it erupts into fireball and inflicts greater damage than Thunderball ammunition but does not have the Thunderclap. The Third type of ammunition is Magic Grape Shot. This shot is designed to be used against a wide area and is very effective against personnel. The cannons use telekinesis to throw the rounds and does not use any gunpowder.
    Maximum Effective Range: 5,400 feet (1645.9 meters)
    Mega-Damage: Thunderball Ammunition: 1D6x10 per round or 14D6x10 for a complete broadside (fourteen cannons.) Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 meter) radius. Thunderfire Ammunition: 2D6x10 per round or 28D6x10 for a complete broadside (fourteen cannons.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 6D6 per round or 8D6x10+20 for a complete broadside (fourteen cannons.) Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 meters).
    Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.
    Payload: 2,800 rounds (100 per cannon), standard payload is 1,400 rounds of Thunderball ammunition, 700 rounds of Thunderfire ammunition, and 700 rounds of Magical Grape Shot ammunition
    Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target.
  2. Four (4) T.W. 9 Pounder Long Guns: These weapons are surprising powerful weapons and use special magic ball that inflict large amounts of damage. Two are mounted on the Forecastle and two are mounted on the quarterdeck. The guns can fire to the side or can be used as bow or stern chaser firing weapons with two able to fire forward and two able to fire aft. The cannon balls look like standard Iron balls but in reality come in three different types. The first is Thunderball which inflict considerable damage and creates a thunderclap that effects everyone within 10 feet (3 meters) of the cannon balls impact. The second is called Thunderfire and it erupts into fireball and inflicts greater damage than Thunderball ammunition but does not have the Thunderclap. The Third type of ammunition is Magic Grape Shot. This shot is designed to be used against a wide area and is very effective against personnel. The cannons use telekinesis to throw the rounds and does not use any gunpowder.
    Maximum Effective Range: 4,860 feet (1,481.3 meters)
    Mega-Damage: Thunderball Ammunition: 5D6 per round or 1D6x10 for a complete broadside (two guns.) Each Thunderball will also release a thunderclap as per the spell. Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 meter) radius.) Thunderfire Ammunition: 1D6x10 per round or 2D6x10 for a complete broadside (two guns.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 3D6 per round or 6D6 for a complete broadside (two guns.) Each Thunderball will also release a thunderclap as per the spell. Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 meters).
    Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.
    Payload: 400 rounds (100 per cannon), standard payload is 200 rounds of Thunderball ammunition, 100 rounds of Thunderfire ammunition, and 100 rounds of Magical Grape Shot ammunition
    Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target.
  3. Fourteen (14) T.W. 32 Pounder Carronades: These are mounted with two on the forecastle and twelve on the quarterdeck. Carronades fire a larger ball for a smaller cannon when compared to long guns but have a reduced range when compared to long cannons. The cannon balls look like standard Iron balls but in reality come in three different types. The first is Thunderball which inflict considerable damage and creates a thunderclap that effects everyone within 10 feet (3 meters) of the cannon balls impact. The second is called Thunderfire and it erupts into fireball and inflicts greater damage than Thunderball ammunition but does not have the Thunderclap. The Third type of ammunition is Magic Grape Shot. This shot is designed to be used against a wide area and is very effective against personnel. The ship has ten carronades on each side. The cannons use telekinesis to throw the rounds and does not use any gunpowder.
    Maximum Effective Range: 3,510 feet (1,069.8 meters)
    Mega-Damage: Thunderball Ammunition: 2D6x10 per round or 2D6x70 for a complete broadside (seven guns.) Each Thunderball will also release a thunderclap as per the spell (thunderclap effects a 10 feet (3 meter) radius. Thunderfire Ammunition: 4D6x10 per round or 4D6x70 for a complete broadside (seven guns.) The Thunderfire will often also ignite flammable materials. Magical Grape Shot Ammunition: 1D6x10 per round or 1D6x70 for an entire broadside (seven guns.) Each Magical Grape Shot will effect all targets within a blast radius of 20 feet (6 meters).
    Rate of Fire: One shot per cannon per melee (all cannons can be fired at the same time). Cannon can be loaded and fired quickly due to not needing to load gunpowder.
    Payload: 1,400 rounds (100 per carronade), standard payload is 700 rounds of Thunderball ammunition, 450 rounds of Thunderfire ammunition, and 450 rounds of Magical Grape Shot ammunition
    Notes: If the cannons are used against small targets (personnel, aircraft, missiles, etc) the cannons have a -4 penalty to strike (Grape shot has +4 to strike and can be used against small targets) with no bonuses to strike to strike for hand to hand or physical prowess. As well, only a single cannon can be targeted against a small target.
  4. TK Gatling Cannons (4): These cannons are the only know non-period weapon on the ship. Mounts have been enchanted by a series of spells so the cannons act as a more powerful version of the TK Machine gun. This increases the weapons damage and instead of being reloaded, the cannons must be recharged by the spell Telekinesis and 100 P.P.E. once per month. The cannon does full damage to targets that are impervious to energy. Additional optics and fire control have been added to enable the system to track and target aircraft and missiles
    Maximum Effective Range: 4,000 feet (1,220 meters).
    Mega Damage: 12D6 each
    Rate of Fire: Equal to the combined hand to hand attacks of the gunner (usually 4 or 5).
    Payload: Unlimited, although the spells (100 P.P.E. each cannon) on each must be renewed every month whether the cannon have been used or not.
  5. Techno-Wizard Modifications: The Unicorn has the following Techno-Wizard Modifications built into the ship. These require P.P.E. or I.S.P. from the ships crew or P.P.E. battery.
    Special Features:
      Impervious to Energy (8th Level) - 40 P.P.E. or 80 I.S.P.
      Invisibility-Superior (8th Level) - 40 P.P.E. or 80 I.S.P.


Special Systems:




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Writeup by Kitsune (E-Mail Kitsune).


Copyright © 2011, Kitsune. All rights reserved.



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